MonologueThe voices of Monohttp://www.go-mono.com/monologue/
http://backend.userland.com/rssMonologue worker: b-diddy poweredUnity Technologies: Imitation Learning in Unity: The WorkflowWith the release of ML-Agents v0.3 Beta, there are lots of new ways to use Machine Learning in your projects. Whether you're working on games, simulations, academic or any other sort of projects, your work can benefit from the use of neural networks in the virtual environment. If you've been using ML-Agents before this latest [&#8230;]https://blogs.unity3d.com/2018/05/24/imitation-learning-in-unity-the-workflow/
Machine LearningTechnologyAImachine learningMachine Learning AgentsUnity_x0020_Technologies@monologue.go-mono.comhttps://blogs.unity3d.com/2018/05/24/imitation-learning-in-unity-the-workflow/#commentshttps://blogs.unity3d.com/?p=67336Thu, 24 May 2018 12:03:48 GMTXamarin: Guest Post: Securing and Versioning Xamarin Apps with Mobile.BuildTools<p>Dan Siegel is a Microsoft MVP, maintainer of the Prism Library, author of numerous dev tools and OSS libraries, leader of the San Diego Xamarin Dev's Meetup, and a Xamarin blogger. Dan works as a Cross-Platform and Cloud Consultant at AvantiPoint and has a passion for DevOps and automation. Mobile.BuildTools Writing mobile apps can be [&#8230;]</p>
<p>The post <a rel="nofollow" href="https://blog.xamarin.com/securing-versioning-xamarin-apps-with-mobilebuildtools/">Guest Post: Securing and Versioning Xamarin Apps with Mobile.BuildTools</a> appeared first on <a rel="nofollow" href="https://blog.xamarin.com">Xamarin Blog</a>.</p>
https://blog.xamarin.com/securing-versioning-xamarin-apps-with-mobilebuildtools/
DevelopersXamarin PlatformXamarin@monologue.go-mono.comhttps://blog.xamarin.com/?p=36763Wed, 23 May 2018 19:11:22 GMTUnity Technologies: Sneak peek at Unite Berlin Keynote, full session schedule now availableUnite Berlin is a little over three weeks away! Festivities will start Tuesday, June 19th with sessions in the morning and the Unite Berlin Keynote at June 19, 6 pm CEST. The keynote will include announcements and demos presented by John Riccitiello, Isabelle Riva, Suhail Dutta, Timoni West and more, and news from the creators [&#8230;]https://blogs.unity3d.com/2018/05/23/sneak-peek-at-unite-berlin-keynote-full-session-schedule-now-available/
EventsUnite BerlinUnity_x0020_Technologies@monologue.go-mono.comhttps://blogs.unity3d.com/2018/05/23/sneak-peek-at-unite-berlin-keynote-full-session-schedule-now-available/#respondhttps://blogs.unity3d.com/?p=67287Wed, 23 May 2018 11:02:53 GMTJim Purbrick: Replicated Redux: The Movie<div class="flex-video"><iframe width="640" height="360"
src="https://www.youtube.com/embed/Fr3vp0C22H0?feature=player_detailpage"
frameborder="0" allowfullscreen></iframe></div>
<p>The recording of my recent <a href="https://www.youtube.com/watch?v=Fr3vp0C22H0">React Europe talk about Replicated Redux
is now online</a> and I&#8217;ve
written several other posts describing <a href="http://jimpurbrick.com/2017/07/04/react-vr-redux-revisited/">
designing</a>,
<a href="http://jimpurbrick.com/2017/07/31/testing-replicated-redux/">testing</a>
and
<a href="http://jimpurbrick.com/2017/11/10/replaying-replicated-redux/">generalising</a>
the library if you would like to know more about the details. If you'd
like to play the web version of pairs or see the rest of the code,
it's available on github
<a href="https://github.com/facebook/react-360/tree/master/Examples/Pairs">here</a>.</p>
<p>People often describe multi-user networked <span class="caps">VR</span> experiences as laggy,
but code to hide latency by optimisticly predicting the effects of
local actions is hard to write, difficult to test and often
application specific. It feels great to have helped make this
problem a little easier to solve for React developers by building Replicated&nbsp;Redux.</p>http://jimpurbrick.com/2018/05/22/replicated-redux-movie/
javascriptreactreduxnetworkingconsistencypredictionsimulationopen sourcesoftwaretechnologyvrgamesoculusreactvrJim_x0020_Purbrick@monologue.go-mono.comtag:jimpurbrick.com,2018-05-22:2018/05/22/replicated-redux-movie/Tue, 22 May 2018 10:30:00 GMTFrank Krueger: Calca in the Microsoft Store<p><a href="https://calca.io">Calca</a> is my crazy symbolic math calculator/markdown editor designed specifically for mad scientists. Today, I am very pleased to announce that <a href="https://www.microsoft.com/store/productId/9NHXZ5159N41">Calca 1.5 is available in the Microsoft Store</a>!</p><figure data-orig-width="1866" data-orig-height="1901" class="tmblr-full"><img src="https://78.media.tumblr.com/460f5d27f4652c8c07e71c405ee68691/tumblr_inline_p938jytLDZ1qbzjil_540.png" alt="image" data-orig-width="1866" data-orig-height="1901"/></figure><p>This is exciting for me on two fronts.</p><p>First, this is a great update to the Windows version of Calca that <b>includes plotting and high DPI support</b>. Plots make it easy to visualize functions and calculate derivatives while the high DPI support just makes the app look good. This version also includes a large number of fixes and I hope you love it!</p><p>Second, and the point of this blog post, is the fact that the app is finally available in the <b>Microsoft Store</b> making it super easy for all Windows 10 users to try it.</p><p>This is a change from my previous distribution method of hosting the app on my own store. I never liked that approach for a variety of reasons - updates were hard, visibility is hard, users had to trust my payment processor, etc. etc. now that it's in the Microsoft Store, I hope to reach more people and simplify the update process.</p><p>The trick was that I designed Calca for Windows to work on Windows XP and does not run on Microsoft's UWP platform - previously a prerequisite to being in the store. The good news is that Microsoft is now allowing such apps in the store thanks to a program called <b>Desktop Bridge</b>.</p><p>If you'd like to hear more about it, please continue reading. Otherwise, you can go get a <a href="https://www.microsoft.com/store/productId/9NHXZ5159N41">free trial</a> to see if it's for you.</p><h2>All Hail the Desktop Bridge</h2><p>Microsoft heard all us Win32 programmers begging to be the in Microsoft Store and launched "Project Centennial" - a great program with an insulting name. So they renamed it "Desktop Bridge" and all the world's programmer's rejoiced. With The Bridge, you can get your .NET WinForms apps into the Microsoft Store and onto millions of Windows 10 machines.</p><p>I'll be honest, I'm still not sure what The Bridge <b><i>is</i></b>. The good news is, you can trust it without knowing what it is because it doesn't modify your app. Instead, it wraps up your app's executable and all its support files into a standard APPX package.</p><p>It's as easy as downloading the DesktopAppConverter from the store and running this command in PowerShell:</p><p><b>DesktopAppConverter.exe -Installer <i>C:\LocationOfAppAndDependencies</i> -AppExecutable <i>App.exe</i> -Destination <i>C:\DesktopAppConverterOutput</i> -MakeAppx<br/></b></p><p>Well, that's the general idea. Unfortunately, the documentation for the converter is a bit sparse and it took me some trial and error to learn the full set of arguments you need to pass it to work. Most of these arguments simply match what's displayed in the Microsoft developer hub - however they have slightly different names creating a bit of confusion. Incase you ever find yourself doing this, here's a little guide:</p><p><b>-PackageDisplayName</b> is the name of your app in the store. "Calca" for me.</p><p><b>-PackageName</b> is generated by Microsoft and is something like "1B4DF00D.Calca"</p><p><b>-PackagePublisherDisplayName</b> is you, but it better match the name in the developer hub. For Calca, it's "Krueger Systems, Inc."</p><p><b>-Publisher</b> this is the GUID that Microsoft lovingly calls you in bed. "CN=X0X0X0X0-X0X0-X0X0-X0X0-X0X0X0X0X0X0?</p><p><b>-Version</b> is in class 3-dot form: "1.5.0.0?</p><h2>Papers Please</h2><p>Unfortunately, Desktop Bridge apps are still not fully supported by the Developer Hub UI. Instead, you are going to have to fill out some web mail template forms, wait a few days, do some other banal task, wait a few days, sign another agreement, wait a few days, you get the idea.</p><p>You will also get warnings about your app being special (I know!) and how certification will take a week instead of the usual couple hours on the store. This process also involves more emails and more clicking. It's fun.</p><p>Overall, the process went very smoothly.<br/></p><p>I was hoping for a more streamlined experience. None of this process is hard, it's just very bureaucratic. And it does leave me wondering how much effort updates will be&hellip; but let's not think about that!</p><h2>A New Age for Updates</h2><p>My biggest regret with selling Calca directly is that I didn't establish a good update path for customers. My policy was "email me and I'll send you an update for a year". This policy is bad both for my customers (I'm making them use email!) and myself (now I have to read email!).</p><p>The net result of this was the Windows version of Calca was falling behind the Mac and iOS feature sets. Terrible!</p><p>Thankfully, now that the app is in a proper store, I can keep it up to date with iOS and Mac cousins.</p><p>That's it! Thank you for reading and I hope you have fun doing some math!</p>http://praeclarum.org/post/174121951203
Frank_x0020_Krueger@monologue.go-mono.comhttp://praeclarum.org/post/174121951203Mon, 21 May 2018 19:43:11 GMTCódice Software: DevOps with TeamCity<p>Previously, I explained <a href="http://blog.plasticscm.com/2018/03/devops-bamboo-jira-plastic.html">how to implement a fully automated branch per task cycle with Bamboo to merge branches when certain conditions were met</a>. Now, I will explain how to implement the same solution with TeamCity.</p><p>What I&#39;m going to explain now is how to configure TeamCity to monitor Plastic SCM branches and directly merge them to <samp>main</samp> when certain conditions are met (when a certain value is assigned to an attribute or even certain status in the associated issue tracker).</p><p>In the example, I&#39;m going to keep using Jira as issue tracker, but nothing prevents you from connect to any other issue tracking system.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://3.bp.blogspot.com/-JqzO19tAbvg/WvG1oi9gmDI/AAAAAAAAA94/6Ht4_wBRkeAhesdtaoYVKfds_w4DBmwbgCLcBGAs/s1600/00-cycle-described.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://3.bp.blogspot.com/-JqzO19tAbvg/WvG1oi9gmDI/AAAAAAAAA94/6Ht4_wBRkeAhesdtaoYVKfds_w4DBmwbgCLcBGAs/s1600/00-cycle-described.png" data-original-width="717" data-original-height="317" alt="Cycle described" title="Cycle described"></a></div><a href="http://blog.plasticscm.com/2018/05/devops-teamcity-plastic.html#more">Read more »</a>http://blog.plasticscm.com/2018/05/devops-teamcity-plastic.html
DevOpsCódice_x0020_Software@monologue.go-mono.comtag:blogger.com,1999:blog-27232680.post-7892953795863087579Mon, 21 May 2018 10:38:00 GMTMiguel de Icaza: Startup Improvements in Xamarin.Forms on Android<p>With <a href="https://developer.xamarin.com/releases/xamarin-forms/xamarin-forms-3.0/3.0.0/">Xamarin.Forms 3.0</a>
in addition to the many new feature work that we did, we have been
doing some general optimizations across the board, from compile times
to startup times and wanted to share some recent results on the net
effect on one of our larger sample apps.</p>
<p>These are the results when doing a cold start for the SmartHotel360
application on Android when compiled for 32bits (armeabi-v7a) on a
Google Pixel (1st gen).</p>
<table>
<thead>
<tr>
<th></th>
<th style="text-align: right;">Release</th>
<th style="text-align: right;">Release/AOT</th>
<th style="text-align: right;">Release/AOT+LLVM</th>
</tr>
</thead>
<tbody>
<tr>
<td>Forms 2.5.0</td>
<td style="text-align: right;">6.59s</td>
<td style="text-align: right;">1.66s</td>
<td style="text-align: right;">1.61s</td>
</tr>
<tr>
<td>Forms 3.0.0</td>
<td style="text-align: right;">3.52s</td>
<td style="text-align: right;">1.41s</td>
<td style="text-align: right;">1.38s</td>
</tr>
</tbody>
</table>
<p>This is independent of the work that we are doing to improve Android's
startup speed, that both brings additional benefits today, and will bring
additional benefits in the future.</p>
<p>One of the areas that we are investing on for Android is to remove any
dynamic code execution at startup to integrate with the Java runtime,
instead all of this is being statically computed, similar to what we
are doing on Mac and iOS where we completely eliminated reflection and
code generation from startup.</p>
http://tirania.org/blog/archive/2018/May-18.html
Miguel_x0020_de_x0020_Icaza@monologue.go-mono.comhttp://tirania.org/blog/archive/2018/May-18.htmlFri, 18 May 2018 18:38:00 GMTUnity Technologies: Faces of Unity: Andrew ManeriUnity is made up of talented people, including artists, engineers, and project managers, whose work is as varied as their interests! Get to know who they are, what exciting projects they're working on, and what drives them through the Faces of Unity Blog series. In our first post, we profiled Sarah Stumbo, a Producer on [&#8230;]https://blogs.unity3d.com/2018/05/18/faces-of-unity-andrew-maneri/
CommunityAIarcareersComputer visualizationengineeerfaces of unityunityunity labsvrUnity_x0020_Technologies@monologue.go-mono.comhttps://blogs.unity3d.com/2018/05/18/faces-of-unity-andrew-maneri/#commentshttps://blogs.unity3d.com/?p=67176Fri, 18 May 2018 13:04:41 GMTXamarin: Xamarin.Essentials: Cross-Platform APIs for Mobile Apps<p>When developing iOS and Android apps with Xamarin, developers can access every native platform API using C#. These bindings not only expose the platform APIs in C#, but add powerful C# features, such as async/await, events, delegates, and more. This is a huge advantage for developers, because they never have to leave C#, whether they&#8217;re [&#8230;]</p>
<p>The post <a rel="nofollow" href="https://blog.xamarin.com/xamarin-essentials-cross-platform-apis-mobile-apps/">Xamarin.Essentials: Cross-Platform APIs for Mobile Apps</a> appeared first on <a rel="nofollow" href="https://blog.xamarin.com">Xamarin Blog</a>.</p>
https://blog.xamarin.com/xamarin-essentials-cross-platform-apis-mobile-apps/
DevelopersXamarin PlatformXamarin@monologue.go-mono.comhttps://blog.xamarin.com/?p=36814Wed, 16 May 2018 18:36:37 GMTCódice Software: Debugging Pending changes view performance<p>Plastic finds changes super-fast. We expect Pending changes to refresh in under two seconds and three to four seconds for bigger projects that have more than 90,000 files in a workspace. Note: The first time that you open it, it will take longer because of some caching and disk monitoring setup.</p><p>If your Pending changes is not performing that fast, there is something wrong.</p><p>Back in release <a href="https://www.plasticscm.com/download/releasenotes/6.0.16.960" target="_blank">6.0.16.960</a>, we added a performance warning in Pending changes when it detects that finding changes is slow. The warning includes a link to the <a href="https://www.plasticscm.com/documentation/gui/plastic-scm-version-control-gui-guide.shtml#HowtoimprovePendingChangesperformance" target="_blank">documentation with performance recommendations</a>:</p><div class="separator" style="clear: both; text-align: center;"><a href="https://www.plasticscm.com/documentation/gui/chapter4/img/pending-changes-performance-warning-example.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://www.plasticscm.com/documentation/gui/chapter4/img/pending-changes-performance-warning-example.png" data-original-width="565" data-original-height="379"></a></div><p>This blogpost explains how to troubleshoot beyond the basics for what might be slowing down your Pending changes view.</p> <a href="http://blog.plasticscm.com/2018/05/debugging-pending-changes-view-performance.html#more">Read more »</a>http://blog.plasticscm.com/2018/05/debugging-pending-changes-view-performance.html
Códice_x0020_Software@monologue.go-mono.comtag:blogger.com,1999:blog-27232680.post-3377742141959208485Wed, 16 May 2018 14:02:00 GMTUnity Technologies: Join the 2018.2 beta and earn the chance to win great Unity gearThe Unity 2018.2 beta is up and running, and as an added bonus to getting to mess around with all the new features, we're continuing the tradition of our beta sweepstakes. If you haven't already read the blog about what's new in the Unity 2018.2 beta, you can find it right here. The latest beta [&#8230;]https://blogs.unity3d.com/2018/05/16/join-the-2018-2-beta-and-earn-the-chance-to-win-great-unity-gear/
Technology2018.22018.2 betabetaopen betaUnity_x0020_Technologies@monologue.go-mono.comhttps://blogs.unity3d.com/2018/05/16/join-the-2018-2-beta-and-earn-the-chance-to-win-great-unity-gear/#commentshttps://blogs.unity3d.com/?p=67136Wed, 16 May 2018 12:30:48 GMTXamarin: Integrating Xamarin.com into Microsoft Sites<p>Over the past year we&#8217;ve started to make it even easier to find Xamarin information on Microsoft sites, and going forward you will start seeing changes to xamarin.com as we continue to migrate content over to Microsoft properties. Below is a summary of where to find key information you might be looking for: &#160; Content [&#8230;]</p>
<p>The post <a rel="nofollow" href="https://blog.xamarin.com/integrating-xamarin-com-microsoft-sites/">Integrating Xamarin.com into Microsoft Sites</a> appeared first on <a rel="nofollow" href="https://blog.xamarin.com">Xamarin Blog</a>.</p>
https://blog.xamarin.com/integrating-xamarin-com-microsoft-sites/
DevelopersXamarin PlatformXamarin@monologue.go-mono.comhttps://blog.xamarin.com/?p=36950Tue, 15 May 2018 22:49:19 GMTXamarin: Update Your Xamarin.Mac Apps for 64-bit Today!<p>Last June, Apple announced that upcoming macOS releases would only support 32-bit applications "with compromises". If your Mac application is not 64-bit, we strongly recommend taking action to avoid compromises in the next version of macOS. Migration to Modern Xamarin.Mac The most noteworthy update includes migrating your project to 64-bit. Older projects that are still [&#8230;]</p>
<p>The post <a rel="nofollow" href="https://blog.xamarin.com/update-xamarinmac-apps/">Update Your Xamarin.Mac Apps for 64-bit Today!</a> appeared first on <a rel="nofollow" href="https://blog.xamarin.com">Xamarin Blog</a>.</p>
https://blog.xamarin.com/update-xamarinmac-apps/
DevelopersiOSXamarin@monologue.go-mono.comhttps://blog.xamarin.com/?p=36826Mon, 14 May 2018 18:33:45 GMTUnity Technologies: Stripping scriptable shader variantsMassively reduce Player build time and data size by allowing developers to control which Shader variants are handled by the Unity Shader compiler and included in the Player data. Player build time and data size increase along with the complexity of your project because of the rising number of shader variants. With scriptable shader variants [&#8230;]https://blogs.unity3d.com/2018/05/14/stripping-scriptable-shader-variants/
Technology2018.2optimisationscriptable render pipelineshaderUnity_x0020_Technologies@monologue.go-mono.comhttps://blogs.unity3d.com/2018/05/14/stripping-scriptable-shader-variants/#commentshttps://blogs.unity3d.com/?p=67079Mon, 14 May 2018 12:00:25 GMTUnity Technologies: Oculus Launch Pad 2018 is here!Get the help you need to develop and bring your VR experience to market. Apply until May 20! Since 2016, Oculus has invited promising developers from underrepresented backgrounds to get hands-on coaching that helps them meet their VR development goals by joining the Launch Pad program. Apply by May 20 to join this diverse range [&#8230;]https://blogs.unity3d.com/2018/05/12/oculus-launch-pad-2018-is-here/
TechnologyOculusoculus launch padvrUnity_x0020_Technologies@monologue.go-mono.comhttps://blogs.unity3d.com/2018/05/12/oculus-launch-pad-2018-is-here/#commentshttps://blogs.unity3d.com/?p=67042Sat, 12 May 2018 16:07:01 GMTXamarin: Podcast: Build 2018 Recap for Mobile Developers<p>In this episode of the Xamarin Podcast, James Montemagno and I discuss the news for mobile developers from Build 2018, including Xamarin.Forms 3.0, Hyper-V support for the Android emulator, Xamarin.Essentials, and updates to Visual Studio 2017 and Visual Studio for Mac. Be sure to download today&#8217;s episode from your favorite podcast app! Subscribe or Download [&#8230;]</p>
<p>The post <a rel="nofollow" href="https://blog.xamarin.com/podcast-build-2018-recap-mobile-developers/">Podcast: Build 2018 Recap for Mobile Developers</a> appeared first on <a rel="nofollow" href="https://blog.xamarin.com">Xamarin Blog</a>.</p>
https://blog.xamarin.com/podcast-build-2018-recap-mobile-developers/
DevelopersEducationXamarin@monologue.go-mono.comhttps://blog.xamarin.com/?p=36945Fri, 11 May 2018 18:38:27 GMTUnity Technologies: Unity at Microsoft Build: 7 takeaways from the showThe Microsoft Build 2018 developer conference just wrapped up in Seattle and Unity was there to learn about key announcements, talk about mixed reality development, and (for the first time) demo how PiXYZ unlocks CAD data for real-time development. Here are the top 7 takeaways from Microsoft Build. 1) Take CAD to mixed reality with [&#8230;]https://blogs.unity3d.com/2018/05/11/unity-at-microsoft-build-7-takeaways-from-the-show/
TechnologyCADdevelopmentHoloLensMicrosoftmixed realityPiXYZRemote assistvisual studiowindoes mixed realitywindows developer awardsUnity_x0020_Technologies@monologue.go-mono.comhttps://blogs.unity3d.com/2018/05/11/unity-at-microsoft-build-7-takeaways-from-the-show/#commentshttps://blogs.unity3d.com/?p=66915Fri, 11 May 2018 10:28:42 GMT